ralloc_adopt(mem_ctx, shader->ir);
+ lower_blend_equation_advanced(shader);
+
/* lower_packing_builtins() inserts arithmetic instructions, so it
* must precede lower_instructions().
*/
do_vec_index_to_cond_assign(shader->ir);
lower_vector_insert(shader->ir, true);
lower_offset_arrays(shader->ir);
- brw_do_lower_unnormalized_offset(shader->ir);
lower_noise(shader->ir);
lower_quadop_vector(shader->ir, false);
return false;
build_program_resource_list(ctx, shProg);
+
+ for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
+ struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
+ if (!shader)
+ continue;
+
+ /* The GLSL IR won't be needed anymore. */
+ ralloc_free(shader->ir);
+ shader->ir = NULL;
+ }
+
return true;
}